This demo shows realization of so popular HDR lightning, and also new rendering
technique that is called Deferred shading.

Deferred shading rendering means that we do not calculate lightning at the
moment we draw mesh, but at different time. First, we are rendering some
triangle information, such as position, normal, texture coordinates to an
off-screen buffers (using Multiply Render Targets (MRT) to do this in just one
pass). And then render full-screen quads with shader, that apply lightning,
using information from textures.
This technique is useful when we have a lot of dynamic lights in small area,
and it will be to expensive to render all geometry in multiply passes.
This demo also shows the effect of "human eye" to light adaption and Bloom
post-filter to get glow from very bright points.

And again, here is some screen shots:

This demo use float16 format textures, so to run this demo you need at least
Radeon9500 and higher, GeForce6200 and higher.
Download archive here(715Kb)

March, 03 2006 - Volumetric light in fog demo

I created a demo that shows an effect of light in volume fog.
This is imitation of light dispersion from a many little particles (dust,
steam, etc) in air. Of course we cannot draw every particle, so I render some
planes (20-50) next to each other, and apply lightning on them. To get rid of
sharp edges and to hide the visible distance between planes, we are rendering
these planes to an off-screen buffer, smaller than screen(256x256) and blur it.
This step also makes glow for us.
And finally there are shadows calculated for every plane, which increase
visible effect of volume.
Here is two screenshots:

To run this demo you need video card from
Radeon9500 and higher, or GeForce5200 and higher.
You can download it here(724Kb)